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Yart
Posts: 4Member
I'm developing a couple games right now for the Ouya, but I don't even have my Ouya yet, so I'm testing on PC in the meantime.
What screen resolutions does the Ouya support? I want to know so I can test and code for those resolutions and have my games work for when my Ouya arrives.
I have a suspicion that it's gonna be widescreen 720p and 1080p only, but I could be wrong. Anyone know if the Ouya IS capable of outputting to a non-widescreen monitor natively (without a converter)? I don't think they sell HDMI capable screens that aren't widescreen eh? I'd like to know before designing levels, so I know whether or not I should add borders or take advantage of widescreen. The games are going to be Ouya exclusive so I won't be worrying about how they look on other systems and various other forms of televisions and screens.
This is really important for me because I need to pick a good resolution that will scale well without any warping or ripple effects as I do not plan on using any sort of filtering. One of my games I'm developing relies heavily on pixel precision and I'd prefer to not trick the eyes of the player during extremely crucial moments. I'd like to be able to pick one resolution that will scale up or down and still look the same at any of the resolutions the Ouya can display in.
Thanks!
Comments
It's usually a good idea to choose a resolution with the same 1.77778 aspect ratio i.e. 853*480 etc.
If you use an FBO as your rendering framebuffer then you can set your UI/HUD to a nice crisp resolution and draw into your lower resolution FBO, saving fill rate whilst giving the illusion of higher resolution.
Yea I was thinking of choosing 640x360 and scaling up to fullscreen. 720p and 1080p would look exactly the same. 720 would be that times two and 1080 would be that times three. Actually looks really nice on my 1080p monitor when scaled up. Still a good enough resolution to get a lot of detail and colour out of the sprites.
But I take it that Ouya will support screens of other resolutions too? Yikes, I might have to resort to adding proper scaling code then.
What's FBO?
As far as what I'm using, I'm using LibGDX (writing in Eclipse), so any code examples for scaling in that on Android/Ouya would be appreciated!
Whether Libgdx supports FBO's I have no idea, but if it does, you can then render to any sized FBO which you then apply as a texture to a screen aligned quad of any size you like. The quad doesn't have to be screen aligned, the texture can get mapped to any mesh you like, (rear view mirrors is a classic example).
Oh ok!
You know how to do this? Know if it's different between Windows and Android? Or am I looking at a specific LibGDX thing? I can't find anything.
I found a solution to my problem that worked really well.
This is wonderful: http://blog.acamara.es/2012/02/05/keep-screen-aspect-ratio-with-different-resolutions-using-libgdx/
Thanks anyways!